Attaching weapons to hand very tedious.
Ok so Im having trouble with attaching weapons. Sure I can set up a socket to attach one weapon to but what happens when I want to attach a different weapon that has a different point of origin and rotation. Do I have to model the weapon with the required location and rotation? That seems very tedious and not very precise. Does anyone have any way for efficient weapon attaching?
Lemmi try explain a little better, say I have a rifle, and a socket on my characters palm that has the required location and rotation to attach that rifle to the palm. But now the character wants to pick up a spear and the palm socket is not rotated properly for the spear. And then all the other weapons that are in the game...
How the heck does any one get past this problem. And how can I attach different weapons in an accurate way (so that reload animations work properly).
asked Feb 13 '18 at 05:03 PM in Everything Else
Before you export your weapon make sure the have a proper point of origin and rotation (At the handle). And make different sockets for the weapons that can't use the same socket, If a pistol can use the same socket as a rifle then fine, if it can't then make a different socket for the pistol. If you really don't want to deal with multiple sockets then you'll have to deal with every single mesh's point of origin to suit with your 1 socket and that's even more tedious. If you think about it even in real life you wouldn't hold spear the same way you hold a rifle, it just wouldn't work out so you'd have to change the way you hold it to something completely different. It's the same in the game world.
answered Feb 14 '18 at 07:27 AM
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